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How to deal with JA2set.dat.xml ?[message #357083] Thu, 28 March 2019 20:25 Go to next message
Kitty

 
Messages:85
Registered:October 2017
Location: Germany
I just recently learned how to deal with JA2set.dat in Binary Data when editing tilesets for map-editing. Annd now this...

When looking in ini-editor for totally unrelated stuff, I stumbled across "use xml Tilesets", which is seemingly there for ever, but totally overlooked by me.

I wasn't able to find a thread here and no information in net, too.

Question is, can I make use out of this for easier map-editing? Or should I better leave it alone, since it's only for some special purpose issues? Is there a description about it's functionality? For instance, what is Ambient ID refering to, it's set to 0 in every entry.

Do I understand correctly, that this will allow me to create a whole new custom tileset? If so, how to connect with a map? (Edit: found it, there is tab in map-editor, doh)

Geez, I need an Ariadne Thread for all this informations suprised

[Updated on: Thu, 28 March 2019 20:45]




I need more details.

(Didi Hallervorden)
Re: How to deal with JA2set.dat.xml ?[message #357095 is a reply to message #357083] Fri, 29 March 2019 07:39 Go to previous messageGo to next message
Hawkeye

 
Messages:1960
Registered:October 2005
Location: Australia
I'm not familiar with the ini-editor but I presume this is referring to the externalised tilesets.xml which is used instead of the older JA2set.dat. I wouldn't say it's much easier to use but may be beneficial if you prefer working on xml's rather than JA's tools.

In my own experience Vengeance uses externalised xmls for its tileset but I still try and keep the JA2set.dat up to date even if the game is not using the code anymore. From an artists standpoint the JA2set.dat and the tileset editor just present the tileset as a whole more visually, and makes it more clear to understand.


Re: How to deal with JA2set.dat.xml ?[message #357111 is a reply to message #357095] Sat, 30 March 2019 06:23 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
I have recently used both and I would agree that the JA2set.dat workes very well and I use it quite a bit. Now I have the game run on the xml which I use the export feature of the editor.
Re: How to deal with JA2set.dat.xml ?[message #357346 is a reply to message #357111] Mon, 06 May 2019 02:47 Go to previous messageGo to next message
Kitty

 
Messages:85
Registered:October 2017
Location: Germany
@ stavian

Stavian wrote on Sat, 30 March 2019 06:23
I have recently used both and I would agree that the JA2set.dat workes very well and I use it quite a bit. Now I have the game run on the xml which I use the export feature of the editor.
What is meant by export feature of the editor? I'm not aware there is such a feature. Can you please explain a little more?

@ Hawkeye

Quote:
even if the game is not using the code anymore
The game doesn't use the JA2set.dat-file in BinaryData anymore? Do I get this right? Confused...

@ everyone who knows

While trying to find out if Enemy-Heli Placement and Visability while landed (ASD-Feature) is on done right on the AR map of Meduna Airport, I was puzzled. I wasn't surprised that AR showed no Heli-Tiles in editor, but they weren't shown for 1.13 (instalment without AR) on the 1.13-map either (not showing up in map-editor). But 1.13 has heli-tiles in subfolder 48 (Queens Airport/Meduna Airport) in it's tileset-Folder. When I then looked into the xml JA2setDat I found heli-tiles at index 70 and 71 (roofvents). I don't get what is happening there.

I also had cargo-containers shown as objects of furn-7.sti in Grumm Factory and in AR added warehouse Drassen (dead-airstrip). This could be solved by replacing with right objects and save in map-editor. Is this also due to the xml JA2setDat? Or something else?

And if I change tilesets, for e.g. adding sandbags etc., does this mean, that when I'm finished I better transfer all changes to the xml (replace the according entries) to avoid that, if played with externalized xmls set true, the maps got messed up? (If so, the export function stavian mentioned realy would be handy)

Sigh, feel like I picked up a loose end of wool and try to imagine how big this ball of wool will be in the end....






I need more details.

(Didi Hallervorden)
Re: How to deal with JA2set.dat.xml ?[message #357348 is a reply to message #357346] Mon, 06 May 2019 04:57 Go to previous messageGo to next message
Hawkeye

 
Messages:1960
Registered:October 2005
Location: Australia
Kitty wrote on Mon, 06 May 2019 09:47

@ Hawkeye

Quote:
even if the game is not using the code anymore
The game doesn't use the JA2set.dat-file in BinaryData anymore? Do I get this right? Confused...


Well, I might be mistaken but if you are using an externalsied XML for your tilesets the JA2set.dat becomes redundant as the info is grabbed from the XML.


Re: How to deal with JA2set.dat.xml ?[message #357351 is a reply to message #357348] Mon, 06 May 2019 15:45 Go to previous messageGo to next message
Kitty

 
Messages:85
Registered:October 2017
Location: Germany
Ah, I see. So it's either xml or dat, not xml replacing dat in general.

And so I really will have to compare them and adjust the xml to the dat when finished. At the moment, I don't understand what is the benefit of the xml, probably because I don't know the background why it was added. I guess, I'll have to experiment and compare a little with using one or the other to find out more.

Thanks for claryfication.



I need more details.

(Didi Hallervorden)
Re: How to deal with JA2set.dat.xml ?[message #358493 is a reply to message #357351] Wed, 13 November 2019 16:46 Go to previous message
Kitty

 
Messages:85
Registered:October 2017
Location: Germany
As JA2setDat.xml is the one refered by ini-Editors Use Xml-Tilesets it seems to be nescessary for some newer features. For example: In his description of the feature Enemy Helicopters Flugente wrote: " Provided the sector has the correct tilesets, it is also possible to destroy enemy helicopters on the ground if they are parking in their home base. For vanilla maps, I did this by adding the correct tileset to the Meduna airfield (Ja2set.dat.xml, entry 48). This also requires USE_XML_TILESETS to be TRUE." (see feature description for more details).

Most common i've seen this in mods that have a higher pItem number then vanilla (like ini-Editor description said). IoV and SDO seems to need it therefore, correct me if I'm wrong.

In my case, I still prefer map-editor for creating, but to allow those features and compability with other mods I've started to transfer the tileset-contents to JA2setDat.xml as well.

[Updated on: Wed, 13 November 2019 16:47]




I need more details.

(Didi Hallervorden)
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